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"I'm looking for a boyfriend who'll play board games with me and it's my guess he is hanging out here"
-
Alison Fletcher (alphafox)

Page 7: The Order of Play reference card mentioned on this page was moved to the back of the rulebook.

Page 9: "During Step 5, you compare the point in the Monster Power Area..." should be "During Step 6...".

Page 11: Under "Leave Town", the Priest is mentioned, but there isn't such a Villager: it's now called the Pilgrim.

Page 11: Under "Monster Hunt" add: "If the Town deck runs out while a monster is hunting, search the Town discard for a valid target. If there is one, shuffle the Town discard and continue the hunt. If there is not, the monster encounters the Villager, Traveler, or Wall nearest to the Town Discard in Town Square".

Card Dividers

Shadowrifts: There is not a specified divider for the Shadowrift cards. We suggest either including it with the Basic cards or including them with the Starter cards to ensure you always have exactly as many Shadowrifts as players.

Necromancers: The divider incorrectly says 10 Zombies. The 4 Zombie cards included in the game is the correct amount.

Cards

Corpse: There are 15 Corpse cards instead of the 14 listed in the rulebook. You can either play with the 15 Corpses or remove one of the cards and play with the intended 14, but in 99% of games this shift will make no difference at all.

Raging Inferno: This card should have an "Attack" keyword, not "Action" as printed.

Zombie: Zombies were intended to have 0 Cost and 3 Health, but it as misprinted as 4 Cost and 7 Health. A fix is in the works, but until then, there are two ways to incorporate this errata:

• Cheap Zombies: Play that the Cost is 0 and Health is 3, all other text is the same. If using card sleeves, you can print these hi-res cards and cut to size, sleeving them over the existing card as a stopgap fix for the moment.

• Tough Zombies: Play with the listed Cost and Health, and include the rule "If Zombie would be placed on the bottom of the Monster deck, return it to its stack instead." This is a more difficult option.

FAQ

Gameplay

Coins: Coins do not return to the supply during the Cleanup phase. They are only returned when spent of an effect would cause you to lose a Coin.

Discard vs Discard From Play: "Discard" with nothing else means put the card in question from your hand into your discard pile. "Discard from play" or "discard from in play" means put the card in question from the table in front of you into your discard pile (or the Town Discard if it's a Town card).

Discard Pile: Town Discard counts as a discard pile.

Epic Cards: Spending a card with an Epic icon on it as a resource does not count as an action or towards the limit on Epic cards.

"Gained": Cards that heroes gain go into your discard pile. You'll draw them later after reshuffling.

Infiltrators: Infiltrator effects trigger immediately once the Town is filled. Players pay for Infiltrator abilities during the Heroes Act step.

Invalid Targets: Any effect or part-of-effect with an invalid target is ignored, except for Kill/Break since it has hunting as a built-in backup plan.

Monster Start Space: • Monsters on the Start space can be attacked. • The Start space is considered to be in the Monster Attack Area. • Coming into play counts as moving onto the space but not as "acting" or "moving forward".

Playing Cards: • When playing a card, you must resolve as much of the card's text as possible.• You cannot play an Attack without a target, but you may play an Action even if it would have no effect.• You can use cards drawn from resolving one enhance to power another.

Sharing Resources: Only physical Coins - not any Coin icon on cards - may be shared between players. All purchases must be made entirely by the player acquiring the card.

Skills Kept: Skills only count as "entering play" when first played. They are not considered to be entering play if kept from the previous turn. Cards with the Magic icon cannot be discarded as a Magic resource once played.

Stances: • You can only have one Stance in play at a time.• Triggering a Stance is mandatory.

Hero Actions

Attack: You can perform multiple Battles on your turn.

Seek Aid:• You can Seek Aid from multiple Villagers each turn. • Prowess gained via Seek Aid to pay for keeping Skills can be used for upkeep, but only the Heroes Act step.

Individual Card Rulings

Burn: If there are no cards in the Burn deck, ignore any effects where you would gain a Burn.

Flanking: • Flanking should be treated as if its text ends with, "This effect is usable once per battle."• Flanking's effect does not extend beyond Cleanup.

Freeze: This effect takes place during the Monsters Act step.

Frozen Ground: Frozen Ground's effect stacks. Its points go to the space, not the monster. The damage is added to the monster after it completes its action for the space.

Full Bloom: Full Bloom doesn't have Overgrowth's text, but monsters that are empowered by Overgrowth are empowered by Full Bloom as well.

Greater Flamewrack: The first player to attack anything gains a Burn.

Guard: • The Guard's power triggers after any other death effects are resolved.• A Guard can die in place of another Guard.

Heroism: When played as a Coin, it counts as if spending 1 Coin towards a purchase. It does not allow you to take a Coin.

Holy Aura: Wounds prevented by Holy Aura are never gained and do not trigger any "Gaining Wound" effects such as with Thieving Strike or Armor of Mist.

Lava Swimmer: The Lava Swimmer's ability is triggered if the Lava Swimmer itself leaves Town alive.

Loot: You can have multiple Loot cards with the same name in front of you.

Might: You must draw the extra card granted by Might, but you do not have to play Might on your turn. If you don't play it, it is discarded back into your discard (not the Might stack) with your other played cards and remaining hand during Cleanup.

Overgrowth: • Monsters act on their usual movement before moving again.• Heroes choose which monster is affected by the Overgrowth.• A monster can only be affected by one Overgrowth, meaning if there are two targets and two Overgrowths in play, the Overgrowths will advance separate targets.• For determining the "top 4" cards, flip the top card face down, pick up the top four cards, shuffle Overgrowth into them, put them back on top of the monster deck, and turn the top card face up again. This means Overgrowth could be the top card.

Raging Inferno: Any monster-faction card that can be damaged is a valid target for explosions, such as the Drow Totems.

Ritual Cut: Ritual Cut provides 1 magic to someone who plays a card with a boost cost. What they do with it is then up to them.

Shadowrift: Shadowrifts are Power cards and enter play in the Power area directly.

Shrine: The Shrine's effect is optional.

Snow Maiden: The Freeze card is added in addition to the Corpse card. If there are no Freeze cards in the Freeze deck, you still discard the Villager.

Strike: If Boosting, the Boost cost much be paid for each card, even if using multiple Strike cards as part of one Battle.

Thieving Strike: If you are able to play multiple Thieving Strikes on your turn (such as with Shining Blade), you gain a Coin for each subsequent Thieiving Strike.

Totems: • Totems do not increase Monster power. • Lethal damage alone will not move a Totem, there must be an effect that specifically moves it. However, any damage done remains on the Totem until it is moved.

Wereox: "Rampage on Full Moon" means "If the Full Moon is present this round, treat the monster's action this round as if it included Rampage." This means that a Wereox already on step 3 when Full Moon is revealed will simply leave town.

Weretiger: • "Heal 3 on Full Moon" means that when Weretiger acts, treat its action as ending with "Heal 3".• The heroes decide the order of taking and applying wounds to the monster. So, if the Weretiger is undamaged you may gain the Wound first and then deal damage, and if it's near death you may deal the damage, kill it, and then gain the Wound.

Wild Charge: "Extra Wound" is one additional Wound, regardless of the amount of Wounds taken after a battle.

Extended Rulings

Battles

Battle breaks down into four steps:

1. Lay down the Attacks you'll be using and pay for any Boost effects you want them to include.2. Enhance the Attacks with other effects (such as playing Lightning Daggers to add +1 damage and draw a card).3. Play the Attacks you've laid down, all the way through (including any Boost effects you paid for), in whatever order you want. All of them must have the same target.4. If any of them were Melee, you gain a Wound. If a monster has some weird effect because you attacked, that happens now. If the monster you were attacking died, hand out Heroism for it.

You can do this stuff in any order. Gaining the Heroism first is pretty much always the right play.

Monster effects that add Afflictions to attackers should be read as "when the battle ends" (e.g. Greater Flamewrack: "The first hero to attack each round gains a Burn when the battle ends").

No players may buy cards during any battle.

Broadly, the rule is that you have to resolve as much of a card you're playing as possible without interruption. Cards that change or countermand the card directly are allowed (such as a Holy Aura to block Wild Charge's bonus Wound). It may be helpful to think of Attacks as throwing damage into a pool, with +1 Damage abilities also doing this but needing an Attack to augment in order to be allowed. Your application of that pool to the monster is the Battle, which happens after the Attacks have been played.

You are allowed to gain Heroism and Wounds from the battle in whichever order you like. You handle passive effects as soon as they apply, before anything else.

For example, say you have no Wounds in your discard pile, and no cards at all left in your deck. You have Armor of Mist out. Your buddy has Heal.

As soon as you gain a Wound, it goes into your discard pile and then your discard pile gets shuffled so you can draw a card. Your ally never gets a chance to Heal you.

Removing Bites: There are four ways a Bite victim can be removed from Town:

1) The Bite is attached to a Corpse, and you remove the Corpse from town.2) The Bite is attached to an Infiltrator, and you remove the Infiltrator from town.3) The Bite is attached to a Villager when the Villager dies.4) The Bite's effect happens on the Full Moon, removing the bit Villager from your town (but not leaving a Corpse).

In any of these cases, the Bite returns to the Bite stack.

Other Questions

Are there any special rules for solo play, especially regarding cards that interact with other heroes (e.g. if another hero has attacked this turn)? Should these cards just be removed from consideration in a solo game?Yes, those cards should be ignored or removed.

What is the mechanic in place for balancing on number of players? I see that the monster powers go up faster, and you have more Heroism cards. But, for example, the Burn cards are the same amount. Playing with 2 players your card deck can end up with a LOT more Burns than it would in a 4-6 player game. Are we are missing something?The balance doesn't come from the same place, but does occur. For instance, the Burns will cause a little less disruption in a 6-player game, but the monsters are coming out so quickly that there's less leeway for that kind of trouble in the first place. In general, in a fewer-player game your important thing is deck power/economy, but in a many-player game it's coordination and action economy. The two are related (it's hard to have good action economy when one or two of your players are so Wounded they're useless), but not quite the same.

A monster on phase 1 said: Kill x, or a hero take a burn. We had a wall in the town square that "when a monster attempt a kill, you can reveal cards from the town deck and if any are guards or walls it prevent the kill" What is the sequence to follow? Can I use that wall ability and if is another villager (which would have killed my guard on town square) then we take the burn?You make the choice first. On the other end of the "timing of deaths" rule, Guard jump-in-and-die powers happen last. So you make sure someone's ACTUALLY dying before the Guard dies in their place..

Agreed. This one slipped through several proofing passes, which is tougher to notice in a game with this many cards. It's still on us, of course, so we're currently looking into a fix for the Zombie misprint.

Agreed. This one slipped through several proofing passes, which is tougher to notice in a game with this many cards. It's still on us, of course, so we're currently looking into a fix for the Zombie misprint.

It hurts my heart that this thread even exists, given what a big issue typos and rules problems were in the first edition, and how much fan support went into making sure that didn't happen in the 2nd edition

Or take a Sharpie, cross out the wrong values, and write in the correct ones. It's just a game, people!

exacly what I`m doing... lol.. or go with the Tough zombie option I don't sleeve

Game Salute wrote:

rpvt wrote:

Ack, but now it's Legacy!!

You mean you haven't found the "Do Not Open. Ever." packet under the insert?

lol lol

gciscell wrote:

It hurts my heart that this thread even exists, given what a big issue typos and rules problems were in the first edition, and how much fan support went into making sure that didn't happen in the 2nd edition

yea, but we are all human. It seems that this one pass all of us, including those helping on proofread as volunteers

.... never mind, reading this thread, guess people are more with you. Guess minor misprint don't bother me much, if it fix with a sharpie and don't damage gameplay I`m good. lol

of course, replacement will be awesome.. for free.. I`m not paying when a sharpie can fix this

EDIT oh PS: thanks for this thread, love when creator are involve in faqs this closely

It hurts my heart that this thread even exists, given what a big issue typos and rules problems were in the first edition, and how much fan support went into making sure that didn't happen in the 2nd edition

We understand your concerns, but don't let your heart be troubled. The Zombie card is 1 card out of 540. When you compare the improvements in this new edition: reimagined art, a wonderful and helpful board, streamlined play, and of course, the new rulebook(!), we think that you'll see what a big jump this edition was from the original.

Typos suck. You're completely justified in that disappointment. But know we feel that disappointment just as much as all of you do - it's not a shrug and "well, shucks" and then we move on. We don't just publish the game, we genuinely love playing it, and that means we want the game to the best it can be.

So don't count the game out just yet - we're working hard to find a solution.

CGE had a publishing error for the Alchemists expansion. It happens to every company. Sucks, but not the end of the world. I'll give GS credit that they posted an errata on day 1 of any issues and they're active

If you have Frenzy in play and play Wild Charge, do you avoid taking the extra Wound as well (since Frenzy says "you gain no Wound for that battle"), or do you just take one fewer Wounds than you would have otherwise?

I've noticed that Moat and Stone Wall have the same cost (4 prowess and 5 coins), whereas in the 1st edition they were different (one of them cost 5 prowess and 4 coins). I'm assuming this change is intentional (possibly to reflect the change in might?) and not a typo, correct?

If you have Frenzy in play and play Wild Charge, do you avoid taking the extra Wound as well (since Frenzy says "you gain no Wound for that battle"), or do you just take one fewer Wounds than you would have otherwise?

Wild Charge causes you to take a Wound even if you otherwise wouldn't. For instance, if you Charge a Freeze, you do take a Wound for slamming into the wall of ice face-first.The easiest way to read the card is "2 Melee Damage. Gain a Wound." the phrasing "extra Wound" was to maintain the implication that this was beyond the usual Wound for getting into melee.

I've noticed that Moat and Stone Wall have the same cost (4 prowess and 5 coins), whereas in the 1st edition they were different (one of them cost 5 prowess and 4 coins). I'm assuming this change is intentional (possibly to reflect the change in might?) and not a typo, correct?

Yeah. Moat's 5 Prowess was really hard to actually work toward as a team. While the newer version of Might makes it more possible to load one player up with Prowess power, it seemed more in keeping with theme to have them all cost mostly Coin.